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Type: Posts; User: apapaxionga

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  1. Re: Rendering simple shapes without passing vertices?

    As far as i know ,it is impossible. Because GPU can not generate any new vertex without any input data. Only geometry shader can generate new vertex according to your input data.
  2. View Post

    You are right,Thank you。 i found that code
  3. View Post

    In the OpenGL SDK 10's example :Instanced Tessellation,i found the fellowing GPU code, i do not understand the meaning of vertices[%d]. What is the actual size of vertices array?
    %d equals to...
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    Re: FBO problem

    it works!i should use glDisable(GL_LiGHTING) after rendering the teapot to the FBO. So the light will not affect the screenAlignQuad!
    the display function should be like this:
    void display()
    {
    ...
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    Re: FBO problem

    Yes , i have tried that. The total code is here,the GPU part can be neglected.
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    Re: FBO problem

    well,i change the position of glClear,but it did not work.
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    Re: FBO problem

    i turn on the light in the initial stage, the problem now is that the light still works,but it is dark than the scene without using FBO.
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    FBO problem

    i render a scene including a teapot and ambient light .Without using fbo the whole scene seems ok!When i using fbo to render the scene into a texture,the whole scene become dark but the light still...
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    Re: Raycasting problem

    oh!thank you !you are right!
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    Raycasting problem

    i was learning raycasting ,i do not understand some alpha blending code in the fragment shader . Can some one explain this to me ?Why "3" have to be mutiplied ?It is different from the classic...
  11. Bad scope in ConvertLocalReferences()

    i encounter this error:fatal error C9999: Bad scope in ConvertLocalReferences()

    i have updated video card driver using 267.24 which is the lastest driver, but i still get that error.Do someone...
  12. Re: Is there any shadow map tutorial using shader?

    Thanks a lot. it helps me lot!
  13. Is there any shadow map tutorial using shader?

    Is there any GPU-based shadow map tutorial which contains source code ?
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    Re: FBO problem

    GL_FLOAT is still the same.
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    Re: FBO problem

    So why how can i make the scene brighter ? what changes should i make?
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    Depth Texture Problem

    i want to keep the depth information of the scene in a texture.i use FBO to keep the depth information.However nothing appeared. Can someone help me figure out why?
    CG code:


    FBO code:
    ...
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    FBO problem

    i render a scene including a teapot and ambient light .Without using fbo the whole scene seems ok!When i using fbo to render the scene into a texture,the light become dim. Why?
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    Depth Comparison Problem

    When i was learning Depth peeling . i confused with the fellowing code,The texture comparison mode is GL_COMPARE_R_TO_TEXTURE_ARB

    Texture buffer texture[0] contains the contents of the depth...
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    Re: shadow2DRect problem

    The code is one sample called Depth Peeling in the NVIDIA OpenGL SDK. The function of this shader is to discard the fragment which fail the GL_COMPARE_R_TO_TEXTURE .it use the fragment.xy to be the...
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    shadow2DRect problem

    uniform sampler2DRectShadow shadow;

    r0keeps the fragment position ,then r0 is used as the texcoord parameter of shadow2DRect. However r0's x and y component value can be negative,can texcoord be...
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    Re: Is this Assembly Language ?

    Thank you very much ,i have learned this kind of assembly language in Shader Assembly Language (ARB/NV) Quick Reference Guide for OpenGL®
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    Re: Is this Assembly Language ?

    First of all,Thank you for your reply .
    You mean that the first argument of the "TEX" instruction is the texture coordinate. However R0.x is just a float variable, Can it be the texture coordinate...
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    Re: Is this Assembly Language ?

    this assembly code found in the Depth Peeling 2 Demo in the OpenGL SDK, i think these assembly code plays a role in depth peeling .
    i do not know why using "TEMP R0" because it seems that R0...
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    Re: Is this Assembly Language ?

    what should the assembly language code looks like using glsl?
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    Is this Assembly Language ?

    i found these code in an example ,it seems that its fouction just like fragment shader.Do any document can help me learn this kind of assembly Language? or can someone tell me the meaning of the...
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